doi: 10.18178/ijiet.2024.14.1.2022
Dynamic Adaptive Gamification Framework to Improve User Gamification Experience for Online Training
- Faculty of Computing and Informatics, Multimedia University, Cyberjaya, Malaysia
- Manuscript receivedJune 21, 2023
- revisedJuly 10, 2023
- acceptedOctober 10, 2023
- publishedJanuary 8, 2024
Abstract
In recent years, there has been a notable increase in the utilization of gamification for online training. Following the “one-fits-all” approach to designing a gamification experience for all participating users can be a significant disadvantage as all users are given the same experience. Previous approaches commonly used the static player profile that was obtained at the very beginning or initial stage of the user experience and presented the user with the gamification experience according to the fixed player type. This motivates the need for an adaptive gamification environment in online training. A dynamic adaptive gamification framework is proposed to introduce a gamification framework consisting of a method to correlate player types and game elements. The correlation is aimed at identifying the evolvement of players through interaction with game elements and observing how these player profiles are motivated to change over time. The study also presents an evaluation method to measure motivation in adoption and engagement in online training to reduce boredom and improve the overall user experience of the player.
Keywords
- adaptive gamification
- game elements
- player type
- user experience
How to Cite
Yogeswari Shabadurai, Fang-Fang Chua, and Tek-Yong Lim, "Dynamic Adaptive Gamification Framework to Improve User Gamification Experience for Online Training," International Journal of Information and Education Technology, vol. 14, no. 1, pp. 42-49, 2024. https://doi.org/10.18178/ijiet.2024.14.1.2022
Copyright & License
Copyright © 2024 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).